


This is incorrect. It would be the tears of all Coil teams who now couldn't run content because SE forgot that 40% damage reduction is a huge amount.
Obviously Warrior teams would not be affected..but no one runs two Warrior anyway, because it's inefficient and pretty sure Warrior gets skull fk'd if only full i70.

I did everything up to turn 4 with Darklight as a WAR, and cleared turn 4 with just the myth chest/helmet... so I dunno what the issue is. If I can do it, I'm certain other people can too.This is incorrect. It would be the tears of all Coil teams who now couldn't run content because SE forgot that 40% damage reduction is a huge amount.
Obviously Warrior teams would not be affected..but no one runs two Warrior anyway, because it's inefficient and pretty sure Warrior gets skull fk'd if only full i70.
ITT: WAR doesn't have DR. PLD does.
DR scales with damage.
Pre-patch:
PLD proactively uses CDs to survive, their DR scales with content, DR does not scale with gear.
WAR reactively uses damage to return HP, damage scales with gear - damage does not scale with content.
PLD gains initial and fundamental advantage over WAR via DR due to most people starting endgame content in il60/il70 gear; theorycraft/math and healer/player opinion shows this.
Time passes; PLD is mainstay/efficient tank in Coil still in il70 gear. Some WAR begin to clear turns at OT and even MT if they overcome awkward WAR itemization - skill speed rather than accuracy; need for STR to up healing/damage factor - but no il90 gear provides enough of both. Turn to il70 crafted accessories to raise both baselines.
WAR begin to have il90 gear and/or il70 melded accessories STR/VIT - on par with PLD in il70. Suddenly WAR is able to start completing content more readily.
Patch explanation comes out;
SE notices imbalance; pushes to implement proactive longer CDs DR and proactive Combo/Wrath mechanic DR to WAR - DR still slightly lower than PLD but WAR maintains HP boost and solidifys healing factor and keeps lowered HP return abilities to equalize eHP in equivalent gear without changing itemization. Enmity base is raised to compensate for healing factor being native to tank stance. (Theorycrafted - we'll see if this works out properly in game or not. All eyes on SE's ability to test their content more accurately)
PLDs: Freak the fuck out they're not the exclusive tank.
WARs: Freak the fuck out because their play style is slightly altered.
Me: Oh hey they saw math and player trends and noticed the imbalance and decided to make some changes. Cool.
Forums: RABBLE RABBLE RABBLE RABBLE.
Last edited by Dhex; 12-13-2013 at 08:05 AM.



It's detrimental to the game to back pedal, however. If you're (not you specifically) are going to balance content, there's a reason for really good testing. SE didn't do this and that's where we are now. Since people had been clearing turns 1-4 weeks before it was heavily apparent that Warrior was significantly inferior to Paladin, it would just cause many people to straight up quit. Weeks of progress completely invalidated doesn't bode well with anyone.
I liked this post
Last edited by Exstal; 12-13-2013 at 08:07 AM.
you severely overrate convalescence, hell, you severely overrate bulwark. Anecdotally, in my however many weeks on twin bulwark has fucked me over several times, i need to call out that it's the specific cooldown i'm using now as it's unreliable damage mitigation for death sentence. I honestly prefer foresight over it, specifically against death sentence.
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